Game review
Craft. Sell. Goblin. Repeat.
7.5 / 10
- Developer
- Adrià Raventós
- Publisher
- Adrià Raventós
- Released
- 1 September 2026
- Platforms
- Windows
- Genre
- Simulation, Strategy, Indie
- Monetisation
- One-time purchase, no in-game purchases listed
- Players
- Single-player
The short version
Craft. Sell. Goblin. Repeat., in Early Access from solo developer Adrià Raventós since 1 September 2026, casts players as a goblin running a weapon shop: craft gear through simple minigames, send adventurers out to gather resources, and haggle at the counter with the freedom to insult customers who lowball you. Five days into Early Access it sits Positive with English-speaking players, with every one of the 29 reviews recorded at the time of this check giving it a thumbs up — a small, early sample this review treats with real caution, but one whose substantive reviews converge on the same specific strengths and the same specific rough edges rather than reading as undifferentiated praise. Reviewers repeatedly describe the core loop as genuinely addictive and the retro CRT-styled presentation and music as standout qualities for the price. Set against that, more than one detailed reviewer specifically flags the game becoming noticeably repetitive from its second map onward, and one extensive, detailed review documents a specific worker-pathing bug in which resource-gathering adventurers reliably misplace materials into the wrong storage slots.
Biggest strengths
- The core loop of crafting weapons through simple, interactive minigames, managing worker adventurers who gather resources, and haggling with customers at the counter draws consistent, specific praise as genuinely addictive, with several reviewers reporting losing track of hours at a time
- A distinctive comedic personality mechanic — the freedom to insult rude customers or underperforming employees rather than simply tolerate them — is repeatedly and specifically cited as a favourite feature that gives the game real character beyond a generic tycoon loop
- The retro CRT-styled visual presentation and music draw unusually strong, specific praise for a game at this price, with more than one reviewer calling the soundtrack genuinely memorable
Biggest weaknesses
- More than one reviewer, including one with roughly eight hours logged, specifically reports the game becoming noticeably repetitive once a player reaches the game's second map, and requests shop-upgrade or recipe-based systems to accelerate pacing between maps rather than repeating the same loop at larger numbers
- One extensive, detailed review documents a specific worker-pathing bug: adventurers returning gathered resources reliably prioritize placing them into the nearest empty storage slot rather than a correctly labelled slot further away, and in some cases drop materials directly on the ground instead of storing them at all
- The same detailed review reports that resource-gathering and material processing both become noticeably slow once material quantities increase, with no current option to train or upgrade workers to address this
Who it's for: Fans of cozy shopkeeper and crafting sims who want a distinctive, comedic personality mechanic layered on top of a familiar resource-and-haggling loop, and who are comfortable buying into an Early Access project from a solo developer.
Our recommendation: Worth its low price for a charming, addictive early build if you go in with Early Access expectations about pacing and repetition; keep an eye on future updates addressing the reported storage-pathing bug and post-map-two content depth.
7.5 / 10
Introduction
Craft. Sell. Goblin. Repeat., in Early Access from solo developer Adrià Raventós since 1 September 2026, hands players a weapon shop and a goblin's temperament: craft gear through simple crafting minigames, send adventurer-employees out to gather raw materials, and haggle over prices at the counter with rude customers you're free to insult rather than simply tolerate. Five days into Early Access it sits Positive with English-speaking players — every one of the 29 reviews recorded at the time of this check gives it a thumbs up. That's a genuinely small, early sample, and this review treats it with appropriate caution, but the substantive reviews within it converge on the same specific strengths and the same specific, constructive concerns rather than reading as undifferentiated hype.
A distinctive, addictive shopkeeper loop
The praise here is specific rather than vague enthusiasm. Reviewers consistently describe the core loop — crafting through interactive minigames, managing resource-gathering workers, and haggling at the counter — as genuinely addictive, several reporting losing hours without noticing. What sets it apart from a generic tycoon template, per repeated and specific mentions, is the freedom to insult customers who lowball a price or employees who underperform, a small mechanic that reviewers cite disproportionately often as a favourite detail. Presentation draws similarly specific praise: a retro CRT-styled visual treatment more than one reviewer calls among the best they've seen for the genre, paired with music several describe as genuinely memorable — one reviewer jokes about losing sleep with the soundtrack stuck in their head.
Real repetitiveness setting in early
Set against that enthusiasm, more than one reviewer raises the same specific concern independently: the loop becomes noticeably repetitive once a player reaches the game's second map. One detailed review, with roughly eight hours logged, frames this constructively, suggesting the game needs more active interactions and a simple sense of narrative progression to sustain interest past that point, and specifically requests shop-upgrade or recipe-based systems that would speed up pacing between maps — saving materials on crafts, faster or automated production, or ways to upgrade workers — rather than simply repeating the same loop at larger numbers. This isn't a review calling the game bad; it's a detailed, engaged player identifying exactly where the current build's content runs out ahead of its systems.
A specific, documented pathing bug
The most technically detailed review in this sample reports a concrete problem with how resource-gathering workers handle storage. Adventurers returning home with gathered materials reportedly prioritize placing them into the nearest empty storage slot, even when a correctly labelled slot for that specific material sits further away but should logically take priority; in some cases, that same reviewer reports, workers drop materials directly on the ground instead of storing them at all, which they attribute to either a pathing issue or the house's layout. The same review separately notes that both resource gathering and processing large quantities of materials become noticeably slow, and asks whether a future update might add trainable or upgradable workers to address this. None of this reads as game-breaking, but it's specific and reproducible enough to flag directly for anyone considering an Early Access purchase now versus waiting for further patches.
A promising, low-stakes atmosphere
Beyond the mechanics, reviewers repeatedly describe the overall pace and mood as genuinely relaxing rather than demanding — "no hay prisa" (there's no rush), as one reviewer puts it, framing the game as an ideal way to unwind or as a gift for a friend or partner. Several reviewers explicitly reference following the developer's public journey building the game, drawing comparisons to other beloved solo-developer success stories, and that visible goodwill shows up repeatedly as a reason reviewers are willing to overlook Early Access rough edges in the meantime.
A community rallying around a solo developer's story
A recurring thread in this sample is worth noting on its own terms: several reviewers specifically mention discovering the game through the developer's own social media presence, and more than one explicitly compares the project's origin story to that of other celebrated solo-developed indie successes. That context appears to genuinely shape how forgiving reviewers are toward the rough edges described above — multiple reviews frame acknowledged bugs and repetitiveness as expected, even endearing, growing pains for a one-person Early Access project rather than reasons to withhold a recommendation. Whether that goodwill persists as the game matures and expectations rise is something only future review waves will show, but as of this check, it's a genuine and specific part of why this small sample reads as uniformly positive rather than merely uncritical.
A mild but present randomness complaint
One further, smaller note from this sample: at least one self-described "tycoon addict" reviewer, while recommending the game strongly, specifically flags that resource randomness can occasionally work against a player's plans more than they'd like — a normal growing pain for a resource- management game still being balanced in Early Access, but worth flagging as a concrete, specific observation rather than folding it into general praise. That same reviewer's overall verdict remains positive, framing the randomness as a minor friction point in an otherwise well-built tycoon loop rather than a fundamental flaw.
Final Verdict
Craft. Sell. Goblin. Repeat. earns a strong early score on the strength of what this review found: a small, uniformly positive sample whose substantive reviews describe a genuinely addictive, distinctive shopkeeper loop with real personality, backed by presentation that punches well above its price. The honest caveats are specific rather than vague — real repetitiveness reported from the second map onward, and a documented worker-storage pathing bug that should be straightforward to fix but currently affects the moment-to-moment experience. With only 29 reviews on record, this is still an early, small sample, but on the evidence available now, this is a charming, promising Early Access project worth its low asking price for genre fans willing to grow with it.
Pros and cons
Pros
- The core loop of crafting weapons through simple, interactive minigames, managing worker adventurers who gather resources, and haggling with customers at the counter draws consistent, specific praise as genuinely addictive, with several reviewers reporting losing track of hours at a time
- A distinctive comedic personality mechanic — the freedom to insult rude customers or underperforming employees rather than simply tolerate them — is repeatedly and specifically cited as a favourite feature that gives the game real character beyond a generic tycoon loop
- The retro CRT-styled visual presentation and music draw unusually strong, specific praise for a game at this price, with more than one reviewer calling the soundtrack genuinely memorable
- The price is repeatedly and specifically described as excellent value at its current Early Access discount, and several reviewers reference following the solo developer's public development journey with genuine goodwill and investment in the project's success
Cons
- More than one reviewer, including one with roughly eight hours logged, specifically reports the game becoming noticeably repetitive once a player reaches the game's second map, and requests shop-upgrade or recipe-based systems to accelerate pacing between maps rather than repeating the same loop at larger numbers
- One extensive, detailed review documents a specific worker-pathing bug: adventurers returning gathered resources reliably prioritize placing them into the nearest empty storage slot rather than a correctly labelled slot further away, and in some cases drop materials directly on the ground instead of storing them at all
- The same detailed review reports that resource-gathering and material processing both become noticeably slow once material quantities increase, with no current option to train or upgrade workers to address this
- At least one reviewer notes that resource randomness can work against a player's plans more than they'd like, an early balance concern for a game still being tuned in Early Access
- As a very early Early Access release from a solo developer, several reviewers explicitly frame their praise as provisional, describing real potential alongside acknowledged rough edges still to be polished
Screenshots
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Craft. Sell. Goblin. Repeat.Image: Adrià Raventós via Steam -
Craft. Sell. Goblin. Repeat.Image: Adrià Raventós via Steam -
Craft. Sell. Goblin. Repeat.Image: Adrià Raventós via Steam -
How the review scores each part of the gameWanderer Editorial -
The essentials at a glanceWanderer Editorial -
The short versionWanderer Editorial